Base Class: Ranger
In a world of constant wars of might and magic, it seems difficult to navigate. That’s why, some time ago, a genius whose name was lost to time decided to provide the common man with their myriad gadgets, gizmos, and other fun toys, in order to combat the forces of darkness. Who is that genius? Why, its you! Yes, you! Using what little you have in your pockets (as well as anything you can pick up), you are tasked with building your arsenal. This is accomplished by exploring crafting recepies, homeopathic remedies, and blacksmiths from around the world. Good luck, and remember to scrimp and save for every single goodie!
AT 3RD LEVEL: Gizmo Catalogue
You gain access to a list of magical gadgets that can be purchased and upgraded as you level up. Each gadget corresponds to one known spell. They individually correspond to the various spell slots one has access to as a ranger, with each gadget corresponding to a spell level. While these can be found and crafted within the world using components the player may find, an amount of coin is necessary for much of the gadgets provided. What great about this is that the monetary system in place is that you can repurpose the metal acting as your money into actual crafting components. However, the rewards are great, as they allow for regular use of spells without the need for spell slot expenditure. While some do need to be refilled, others can be used in perpetuity, assuming the tool is in good condition. (WARNING: ATTACKS/SPELLS/ENVIRONMENTAL HAZARDS DESIGNED TO HARM YOUR WEAPONS, ARMOR, OR OTHER TOOLS ARE EXTREMELY EFFECTIVE. BE MINDFUL WHEN PLACING THESE, AS THEY TEND TO BREAK EASILY. FOR THE PURPOSE OF COMBAT, THESE WILL BE CONSIDERED CONSTRUCTS)
GIZMO CATALOGUE
List of Gizmos |
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Level |
Gizmo |
Description |
Cost |
1 |
Delicious Treat |
You gain 5 delicious treats comprised of things collected across your journey. When fed to creatures of Intelligence level 6 or below, they must make a Wisdom saving throw or be charmed by you for 24 hours. |
15 gold per treat batch |
Unguent LV1 |
With this healing salve, you can restore 1d8 + medicine proficiency to any creature within touching distance. This has no effect on construct or undead. You get 4 charges per salve batch. |
17 gold per batch |
|
Goggles of Notice Lv 1 |
These goggles are designed for finding beasts and monster where they lie. When worn, they place an automatic Hunters Mark on the selected target. They also allow the player to, as a bonus action, cast one of the following spells (dependent upon what the player wants to specialize in): · detect Magic · Detect Poison & Disease · Identify · Comprehend Languages · Detect Evil & Good There is an option to be able to use two spells, but the player would have to spend 15 gold in order to get both. This would also take up 2 of the spells you have in your possession. Ergo, if you only knew two spells, it would take up both known spells. |
30 gold, with anther 15 gold for each upgrade |
|
Bunny Boots |
These galoshes allow for the player to cast either Jump or Longstrider (dependent on the players mood) as a bonus action. There is a 20-minute cooldown in between usage |
35 gold |
|
Bear Trap |
When thrown or placed, assuming the player can beat the creatures attack (standard d20 + player’s attack roll), the creature must make a Constitution saving throw. If failed, the creature takes 2d6+3 piercing damage and is restrained. If the creature succeeds, they take half damage and are not restrained. To break out of restraint, they must make a Dexterity saving throw at the end of each of its turns and ends the restrained effect on a success. The trap is one use only, and must be rebuilt if a player were to use another one |
15 gold per trap use |
|
Grenades of Distraction LV 1 |
Much more volatile than cantrip bombs, the grenades allow the player to throw out 5 grenades, each of which can be attributed to one of the following spells: · Alarm · Bane · Cause Fear · Color Spray · Compelled Duel · Distort Value · Earth Tremor · Expeditious Retreat · Faerie Fire · Fog Cloud · Grease · Hail of Thorns · Silvery Barbs · Thunderwave These grenades are thrown up to 25 feet and explode in a 10ft diameter sphere, unleashing one of the chosen spell effects. To roll for attack, roll a d20 and add your Wisdom modifier |
90 gold per batch |
|
2 |
Goggles of Notice Lv 2 |
You now have the ability to use one 2 level spell, as well as gain access to two 1 level spells naturally. If need be, you can pay 20 gold for another 1 level slot, although this will take up a first level spell slot. Your new spells include: · Find Traps · Darkvision · Locate Animals or Plants · Locate Object |
250 gold |
Needle Shield |
A small collapsable shield is installed on your person, not only increasing your armor class by +2 when utilized, but also inflicting 2d4 piercing damage to enemies that meet or beat you armor class with physical attacks, as small spikes fly forward. |
165 gold |
|
Grenades of Distraction LV 2 |
You are now able to throw out level 2 spells. You have access to 4 level 2 grenades. These new spells include · Blindness/Deafness · Blur · Crown of Madness · Darkness · Dust Devil · Flaming Sphere · Gust of Wind · Hold Person · Jim’s Glowing Coin · Magic Mouth · Knock · Mirror Image · Nathair's Mischief · Pyrotechnics · Ray of Enfeeblement · Rime's Binding Ice · Snilloc's Snowball Storm · Warding Wind · Web |
350 gold |
|
Grapple Hook |
Instant Rope Trick. Can also be used to restrain and subdue certain foes |
150 gold |
|
Unguent LV2 |
You now have 6 charges and now heal for 2d8 + medicine proficiency. You can expend 2 of your charges to conjure a healing spirit or 3 to cast Lesser Restoration |
400 gold |
|
Ghillie Sheet LV 1 |
A dark green assortment of thin silver wiring and deep rotted foliage arranged in such a way that it increases your stealthing abilities. Anyone wearing this sheet, as well as up to 3 Medium sized creatures underneath it, are under the affects of Pass Without Trace. Not only that, the hyper intelligent design and placement of the foliage also effectively places the Silence spell upon all under the sheet. Unfortunately, your allies are not only not able to speak, but their movement is also halved. In order to maximize stealth, the vines and roots atop the sheet are designed to grab the appendages of those underneath and deliberately ambulate for them. |
270 gold |
|
Instant Spike Trap |
As a reaction, you are able to cast Spike Growth by throwing out a machine designed to instantly dig and form a series of serrated nails in a 20-foot radius around a creature. You are able to deploy this up to five times, meaning if the creature were to ever move out of the 20ft radius spike ring, you would be able to deploy it again. Unfortunately, due to the extremely cumbersome nature of the machine, this would take up 3 level 2 spell slots |
550 gold |
|
Delicious Grease |
You throw out a large bucket of grease that smells (subjectively) like the most delicious thing in the world to all creatures with a nose. When this grease is deployed, roll a d4 (1/8 to 1) to indicate what level animal is going to come forth to lap up the grease, a d6 to indicate how many will appear, and a d20 to indicate how far away they are from the grease (for an animal to arrive instantly, a DC 15 luck roll must be met. If the roll fails, the player must roll again at the beginning of their turn. The DC goes down by one for each failed roll) |
300 gold |
|
3 |
Goggles of Notice Lv 3 |
You now have the ability to use one 3 level spell, as well as gain access to three 1 level spells and two 2 level spells naturally. If need be, you can pay 20 gold for another 1 level slot, although this will take up a first level spell slot. Your new spells include: · Daylight · Hypnotic Pattern · Intellect Fortress · Nondetection |
500 gold |
Dragonhead Turret LV 1 |
You get to place down a small turret, where the barrel of the gun is designed to look like a dragon’s head. For each time a creature gets within 10 ft of this turret, roll a d6 in order to determine which of the following will occur 1. Weapon jam 2. Cast “Scorching Ray” 3. Cast “Shatter” 4. Cast “Aganazzar's Scorcher” 5. Cast “Dragon’s Breath” |
550 gold |
|
Ghillie Sheet LV 2 |
Alongside the benefits that exist, you are now able to, twice a day, cast a variation of Meld into Stone that does not affect your perception. You are, however, still much slower |
540 gold |
|
Unguent LV3 |
You now have 10 charges and now heal for 3d8 + medicine proficiency. You can expend 3 of your charges (and a Revivify Diamond) to cast Revivify on your fallen partners |
700 gold |
|
Grenades of Distraction LV 3 |
You are now able to throw out level 3 spells. You have access to 3 level 3 grenades. These new spells include · Major Image · Sleet Storm · Tidal Wave · Tiny Servant · Gaseous Form · Erupting Earth · Fear |
650 gold |
|
4 |
Goggles of Notice Lv 4 |
You now have the ability to use one 4 level spell, two 3 level spells, three 2 level spells, and 4 1 level spells naturally. If need be, you can pay 50 gold for another 2 level slot, although this will take up a 2nd level spell slot. Your new spells include Locate Creature and Arcane Eye (in the form of a small drone), while also granting a +5 to Perception checks and saves in all contexts, as long as the goggles are worn.
|
900 gold |
|
Dragonhead Turret LV 2 |
You gain access to one more turret. |
1100 gold |
|
Subjugation Collars |
You gain access to a pair of collars (Master & Servant) that use electrical impulses to dominate the mind of Small to Large sized creatures. When the Servant collar is placed upon a creature, it must make a DC 18 Wisdom Saving throw or be ensorcelled by the power of the collar. This not only allows for a telepathic link between the two creatures wearing the collars, but it also allows the Master collar user to issue commands (assuming that both creatures are on the same plain and both creatures are conscious) that the Servant will have to obey. This effect lasts for 2 minutes, as the Servant collar has a very low battery life. Each time the target takes damage, it makes a new Wisdom saving throw against the collar. If the saving throw succeeds, the collar explodes, dealing 2d4 fire damage. |
2000 gold |
|
Grenades of Distraction LV 4 |
You are now able to throw out level 4 spells. You have access to 2 level 4 grenades. These new spells include · Grasping Vine · Conjure Woodland Beings · Blight · Confusion · Fabricate · Phantasmal Killer · Summon Construct
|
950 gold |
5 |
Mower Javelin |
You gain access to a collection of 3 throwing spears, each with gyrating serrated blades at the tip. Any creature hit with these spears must make a DC 19 constitution saving throw. On a failure, the creature takes 6d10 slashing damage, and is bleeding heavily. This means they take 1d8 damage at the beginning of each of their turns. If they are healed for more than 20 points of damage, the bleeding ceases. On a successful save, they take half damage. |
2400 gold |
|
Unguent LV4 |
You now have 18 charges and now heal for 5d8 + medicine proficiency. You can expend 5 of your charges to cast Greater Restoration |
2500 gold |
|
Goggles of Notice Lv 5 |
You now have the ability to use two 4 level spells, three 3 level spells, four 2 level spells, and four 1 level spells naturally. These goggles now come with their final new ability: Instant Mapping. Should you elect to spend 500 gold, you now gain the ability to cast Commune with Nature once a day for free, except this has a range of 400 ft, instantly mapping out an area for you. |
3000 gold |
|
Grenades of Distraction LV 5 |
Congratulations! After much tinkering of your grenades, you now gain access to special grenade modifications. These include · Voice Activation: Say a certain code phrase, and the bombs will activate immediately · Concealed Carry: Your grenade has a more compact design, almost resembling large coins, which to the average individual, should not arouse suspicion. Excluding those who already know about these grenades you now carry, Creatures with an intelligence under 16 will not be able to recognize you possessing grenades · Remote Activation: You gain detonator that, within 80 feet, will activate a designated grenade · Fragmentation: for creatures within 10 ft of the radius of the spell effect, they must execute a Dexterity saving throw to avoid the spread of the spell effect. These fragmentations are the same spell, only with half the efficacy · Lingering: Should the grenade thrown be a nondamaging spell, the spell lingers in that location for one extra turn, meaning if a creature were to enter the area where the grenade was thrown, they would receive the spells effect. |
3000 gold |
AT 3RD LEVEL: Cantrip Bombs
Costing around 5 gold each to produce, the hunter gains access to little bombs, each of which correspond to the cantrips listed below. When activated, a searing light goes off, indicating a flash of autonomously cast magic. The spells utilized do not require concentration, nor do they require any amount of spell components besides just assembly and throwing them. While they do seem incredibly useful in dire straits, let it be known that they are limited based on the amount you craft, and any offensive use bombs still have to beat an armor class.
List of Potential Cantrip Bombs |
Acid Splash, Chill Touch, Create Bonfire, Dancing Lights, Firebolt, Frostbite, Gust, Infestation, Light, Magic Stone, Message, Mind Sliver, Minor Illusion, Poison Spray, Produce Flame, Sapping Sting, Shocking Grasp, Spare the Dying, Sword Burst, Thaumaturgy, Thorn Whip, Thunderclap, True Strike |
AT 7TH LEVEL: Tools of the Trade
At 7 level, you can now modify your weapon to possess powerful new abilities. Though it may cost some amount of coin, your weapon can possess one of the following effects:
- Retraction: Assuming you are using a single-handed weapon, your weapon can now retract into the pommel for concealed carry. By utilizing a bonus action during a stealth attack, you can make the blade pop out and deal automatic critical damage alongside stealth attack damage. To retract the blade again requires the use of another bonus action, and when the blade is retracted, you can really only use your fists. Cost: 700 gold
- Weapon Shift: By utilizing a bonus action, you can change your weapon into another form of weapon (such as, a short sword becoming a long sword) mid attack. If the weapon changed into has a higher damage output if it were to crit, based on the weapon change, roll a d4 in order to determine how much is removed from your initiative and movement speed, as the more cumbersome version of the weapon tends to slow down its wielder. However, that same removal from your initiative is also applied to all attack rolls made with the transformed weapon, including the higher of your two weapon proficiencies. So, if you were to roll a 4 on the d4, that would mean you would receive a -4 on initiative and -20 to movement, but a +4 on the attack roll made alongside your weapon proficiency. Should the damage numbers decrease, add a d4 to initiative, while subtracting the d4 from the attack roll. Here are the weapons that can be transformed Cost: 750 gold
- Dagger <-> Rapier
- Short sword <-> Longsword
- Maul <-> Warhammer
- Short bow <-> Longbow
- Lance <-> Glaive
- Great axe <-> Battleaxe
- Javelin <-> Trident
- Whip <-> Flail
- Scimitar <-> Great sword
- War pick <-> Morning Star
- Pike <-> Halberd
- Hand Crossbow <-> Heavy Crossbow
- Pistol <-> Musket
- Automatic Pistol <-> Revolver
- Hunting Rifle <-> Automatic Rifle
- Live Weaponry: With your ingenious engineering skill, you have become able to imbue your weapons with Fire, Lightning, Force, Poison, or Thunder damage. You may now add 1d8 of one of the following damage types to everyone of your weapon attacks. Unfortunately, due to how close your weapon is to you at all times, you have to add 2d4 of that same damage type to every bludgeoning, slashing, piercing, and force attack you take. Elemental attacks, radiant or necrotic attacks, acid, poison, and psychic attacks do not require you to take that extra damage Cost: 675 gold
- War Forgery: Through the influence of magical forces, true ingenuity, or just plain dumb luck, you somehow managed to imbue your weapon with a simulacrum of a soul. Now your weapon is alive (???) and now has the ability to act upon its own initiative. While you still can swing your semi-living sword, they now have the ability to make an attack, forcibly thrusting your hand in the direction of your enemy. This attack, which does not utilize your weapon proficiency, deals an extra 2d4 psychic damage to anyone above intelligence level 9, as they start thinking about the implications. For characters who have seen something like this before or for those who have even made something like this, the damage still applies. It’s no so much they believe it’s disturbing, its more the moral equivalent of realizing your tongue never sits comfortably in your mouth. While this weapon’s eagerness is very helpful, its constant thrashing in your sheath adds disadvantage on all stealth rolls, as well as on all stealth rolls from when people are within 5ft of you. Cost: 650 gold
- Scum Tactics: Your weapon now moves and darts around to do the most damage it can possibly do, making you look like the pathetic garbage you are. On a critical hit, roll a die based on the amount of limbs your enemy has. Should you hit your opponent’s leg, you with permanently decrease their speed by 20ft. Should you strike their non-dominant hand, they now have permanent disadvantage on grapples, two handed weaponry, and opportunity attacks. Should you reach the highest possible number on the die you rolled, then you accomplish all the same goals as cutting off their non-dominant hand, only now, they also loose all weapon proficiency. Luckily, if you manage to roll a critical failure, your opponent will be able to take an attack of opportunity that automatically counts as a critical success on you. Cost: 500 gold and permanent disadvantage on Charisma checks
AT LEVEL 11: Power Armor
Your offense is looking sharp, but your defense is much to be desired. These articles of clothing can help in not only protecting you, but giving you nifty modifications that will make you become a real monster on the battlefield. These pieces of armor count as level 3 or above spells, and are fairly pricy, but they are truly something else
Armor Pieces |
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Level |
Armor |
Description |
Cost |
3 |
Obnoxious Laser Beam |
A beam of red light is fired from a compartment in your wrist. A small red dot comes forth and antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against the distracting red dot. If the target can’t make this attack (for example, because they are prone or restrained), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only. |
750 gold |
|
Rocket Boots |
These powerful boots allow one to be able to fly for 5 minutes. You gain a flying speed of 70 feet for the duration, and when you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. |
1450 gold |
|
Spell Muting Hat |
Atop your head, a hat with a small satellite dish poking out of the top. Choose any creature, object, or magical effect within 120 ft. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. This hat has 3 charges, in which it will need a short rest to recover. |
1100 gold |
|
Spell Net |
A magical net launches from your person. You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your tinkering proficiency. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. You possess 3 nets, in which it will need a short rest to reload into your net launcher. |
1500 gold |
|
Power Cannon LV 1 |
With a powerful shoulder mounted cannon in your possession, you are able to fire one of the spells below at 3 level. You have 3 charges to use one of the following. Once your 3 charges are spent, you require a long rest to replenish the charges. If you are willing to expend half your hit die, then you can regain one charge during a short rest. · Fireball · Revivify · Flame Arrows · Lightning Bolt · Pulse Wave · Stinking Cloud · Lightning Arrow · Conjure Barrage |
1750 gold |
|
Hyper Brain Injections |
You can inject yourself with a potion of dubious origin, not only boosting your intelligence modifier by +2, but you also gain the ability to speak, read, and understand any language, including animal and plant life. This lasts for 24 hours. Unfortunately, you are not allowed to take a long rest the entire next day. NOTICE: DO NOT USE THIS IN CONJUCTION WITH HYPER BRAWN INJECTIONS. THIS WILL KILL YOU IMMEDIATELY |
1000 gold |
|
Scuba Gear |
For 24 hours, your portable breathing mask allows you to breath underwater and move much like a fish, gaining +5 to your swim speed. |
|
|
Hyper Brawn Injections |
You can inject yourself with a potion of dubious origin, not only boosting your strength modifier by +3, you also gain 5 minutes of Haste. This lasts for 24 hours. Unfortunately, you are not allowed to take a long rest the entire next day. NOTICE: DO NOT USE THIS IN CONJUCTION WITH HYPER BRAIN INJECTIONS. THIS WILL KILL YOU IMMEDIATELY |
1000 gold |
|
Beast Beacon |
A powerful wrist mounted flashlight shoots a beam of mystical blue light forth, being able to use the spell Conjure Animals or Summon Fey twice per short rest. |
900 gold |
4 |
Power Cannon LV 2 |
You now gain access to 3 more charges and 4 level spells. These 4 level spells use up 2 of your 6 charges, as the newly mounted extra salvo overheats much more easily. These spells include: · Blight · Confusion · Summon Construct · Galder's Speedy Courier · Raulothim's Psychic Lance · Vitriolic Sphere |
2750 gold |
|
Movement Gloves |
You now gain +20 ft in swimming and climbing speeds. However, to detach yourself from a surface takes a bonus action due to the immense stickiness of the gloves |
2000 gold |
|
Shroud of Shyness |
In emulation of someone who wants to disappear from the world, you have managed to craft a paper-thin blanket that warms and comforts all in its embrace. For 2 hours, anyone who has come underneath the blanket has gained the effects of Stoneskin, building your resistance to nonmagical bludgeoning, piercing, and slashing damage. However, this comes with the issue of being unable to move for the duration of those 2 hours. To escape from the blanket, it requires a full action on the creature’s turn and a DC 15 strength check, due to the blanket’s immense weight. Should the creature fail to escape the blanket more than five times, they will gain one level of Exhaustion. |
2500 gold |
5 |
Power Cannon LV 3 |
You now gain access to 3 more charges and 5 level spells. These spells use up 3 of your 9 charges, as the newly mounted extra salvo overheats much more easily. These spells include: · Steel Wind Strike · Conjure Volley · Cone Of Cold · Immolation · Negative Energy Flood · Synaptic Static · Wall of Force |
3750 gold |
AT LEVEL 15: Regular Genius
You’ve become so accustomed to modifying and building highly expensive pieces of tech, you can basically make them out of whatever garbage you find lying around, and so you do. Not only are all level 3 or above pieces of tech half price, all cantrip bombs AND all level 1 & 2 equipment pieces are free.
For the sake of my own self improvement, I ask that you leave many notes in how to improve and redesign this class. Specifically in regards to pricing. I hope you have a pleasant time with this class.